;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
25      ; Percent shield penalty for production type change
100     ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Adv Psi Flight,     4,-2,  Rad, NP,  3, 4    ; AFl
Encryption,         5, 1,  Lit, Mat, 0, 3    ; Alp
Unconventional War, 3,-2,  E2,  Tac, 3, 0    ; Amp
Arean Meteorology,  4, 1,  Bri, CoL, 1, 3    ; Ast
Quantumgeneering,   4,-1,  Cor, Ind, 2, 3    ; Ato
Transformation,     6,-1,  Sth, MP,  3, 4    ; Aut
Consumer Society,   4, 1,  Rep, Tra, 1, 1    ; Ban
Arean Hydrology,    4, 0,  Map, Whe, 0, 4    ; Bri
Adv Plastics,       6,-1,  nil, nil, 0, 4    ; Bro
Religious Revival,  5, 0,  nil, nil, 0, 2    ; Cer
Molecular Mapping,  5,-1,  Ast, Uni, 1, 3    ; Che
New Ethics,         4,-2,  Phi, nil, 1, 3    ; Chi
Secure Networks,    4, 1,  Cur, Wri, 0, 2    ; CoL
Super Soldiers,     5,-1,  AFl, Rec, 3, 0    ; CA 
Magnetic Flight,    5,-1,  Gen, RR,  2, 4    ; Cmb
Militarism,         5, 0,  Ldr, Fli, 2, 2    ; Cmn
Artifical Minds,    4, 1,  E2,  Ato, 3, 4    ; Cmp
Adv Power Armor,    7,-1,  Cmn, Stl, 2, 0    ; Csc
Plasceramics,       4, 0,  Bro, Mas, 0, 4    ; Cst
Megacorporations,   4, 0,  Ref, The, 2, 1    ; Cor
Electronic Economy, 4, 1,  Alp, Iro, 0, 1    ; Cur
Cybercracy,         5, 1,  Eco, Mag, 2, 2    ; Dem
Globalization,      4, 1,  Cmn, Cor, 2, 1    ; Eco
Gene Tailoring,     4, 0,  Med, Inv, 2, 4    ; E1 
Psychotronics,      4, 1,  U1,  nil, 3, 4    ; E2 
Auto CAD,           4, 0,  nil, nil, 0, 4    ; Eng
Eco Management,     3, 1,  Rec, AFl, 3, 2    ; Env
Psi Warfare,        2,-1,  FP,  Amp, 3, 0    ; Esp
Retrogenetics,      3, 2,  FP,  Rfg, 3, 3    ; Exp
Chain of Command,   4,-1,  nil, nil, 0, 0    ; Feu
Adv Orni Flight,    4,-1,  ToG, Ldr, 2, 4    ; Fli
Collective,         3,-2,  Eco, Csc, 2, 2    ; Fun
Psychic Powers,     3, 0,  NF,  Gue, 3, 3    ; FP 
Fusion Laser,       5, 0,  SE,  nil, 2, 4    ; Gen
Fanaticism,         4, 1,  Min, Lab, 3, 0    ; Gue
Plasceram Armor,    8,-2,  Tra, Whe, 1, 0    ; Gun
Fuel Cell Tech,     4,-1,  Iro, Eng, 0, 0    ; Hor
Arean Architecture, 6, 0,  Too, Fli, 2, 1    ; Ind
Nanotechnology,     6, 0,  Gun, Mag, 1, 4    ; Inv
Superconduction,    5,-1,  Cst, Pot, 0, 4    ; Iro
Prolaterrorism,     4,-1,  E2,  Dem, 3, 2    ; Lab
Psi Laser,          4, 0,  Cmp, Esp, 3, 3    ; Las
Manuever Warfare,   5,-1,  Phy, Met, 1, 0    ; Ldr
Computer Literacy,  5, 2,  nil, nil, 0, 3    ; Lit
Nanominiaturization,4,-2,  Inv, Mag, 2, 4    ; Too
Quantum Computers,  4,-1,  Che, MT,  1, 3    ; Mag
Arean Geology,      6,-1,  Sea, Wri, 0, 1    ; Map
Adv Ceramics,       4, 1,  nil, nil, 0, 4    ; Mas
Adv Psi Tech,       5, 0,  Exp, Cmp, 3, 4    ; MP 
Games Theory,       4,-1,  nil, nil, 0, 3    ; Mat
Genengineering,     4, 0,  Chi, Nav, 1, 1    ; Med
Mini Fusion Plant,  6,-2,  Inv, Chi, 1, 0    ; Met
Indoctrination,     4, 1,  E2,  Fun, 3, 4    ; Min
Psi Blitz,          8,-1,  Las, Sth, 3, 0    ; Mob
Hierarchy,          5, 1,  Mys, War, 0, 2    ; Mon
Hedonistic Calculus,5, 1,  Uni, Ban, 1, 2    ; MT 
Universal Faith,    4, 0,  PT,  Feu, 0, 2    ; Mys
Medical Cloning,    6,-1,  Phi, nil, 1, 1    ; Nav
Mind Over Matter,   6,-2,  Pla, Min, 3, 3    ; NF 
Perpetual Motion,   3, 0,  Aut, nil, 3, 3    ; NP 
Independent Thought,6, 1,  MT,  Inv, 1, 2    ; Phi
High Energy Laser,  4,-1,  Mag, The, 1, 3    ; Phy
Altered States,     4, 1,  E2,  RR,  3, 4    ; Pla
Lost Wisdom,        0, 0,  no,  no,  3, 3    ; Plu
Ideology,           4, 0,  Mat, Cer, 0, 2    ; PT 
Prefab Materials,   4, 1,  nil, nil, 0, 1    ; Pot
Psi Flight,         5,-1,  Aut, nil, 3, 4    ; Rad
Magnetic Levitation,6, 0,  SE,  nil, 2, 1    ; RR 
Nanokinesis,        2, 1,  Roc, Rob, 3, 2    ; Rec
Nanorefining,       4, 0,  E1,  Too, 2, 4    ; Ref
Gene Sculpting,     3, 1,  E2,  E1,  3, 1    ; Rfg
Technocracy,        5, 1,  CoL, Mon, 0, 2    ; Rep
Thought Control,    5,-2,  Aut, nil, 3, 0    ; Rob
Telekinesis,        6,-2,  Mob, MP,  3, 0    ; Roc
Urban Planning,     4, 2,  Ind, Cor, 2, 1    ; San
Surveying,          4, 1,  Eng, Feu, 0, 1    ; Sea
Mind Projection,    4, 1,  Sup, Env, 3, 3    ; SFl
Thought Shield,     3,-2,  Esp, Exp, 3, 0    ; Sth
Geomagnetic Motor,  4,-1,  Dem, Stl, 2, 3    ; SE 
Duraplasceramics,   4,-1,  Ato, San, 2, 4    ; Stl
Psiconduction,      4, 1,  Rec, CA,  3, 3    ; Sup
Arean Warfare,      6,-1,  Fun, Gen, 2, 0    ; Tac
Altruistic Logic,   3, 2,  Phi, nil, 1, 2    ; The
Ornithopter Flight, 4, 0,  Met, Ast, 1, 3    ; ToG
Profit Motive,      4, 2,  PT,  Cur, 0, 1    ; Tra
Universal Education,5, 1,  CoL, Tra, 1, 3    ; Uni
Military Doctrine,  4,-1,  Feu, PT,  0, 0    ; War
Alloyed Chassis,    4,-1,  Cur, Hor, 0, 4    ; Whe
Synthetic Language, 4, 2,  Alp, PT,  0, 3    ; Wri
Arean Technology,   1, 0,  Cmb, Tac, 3, 3    ; FT 
Secrets of Mars,    0, 0,  Plu, nil, 3, 3    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Command Post,             10, 0,    Mon,
BattleNet,                 4, 1,    War,
Fusion Grid,               6, 4,    Iro,
Holo Shrine,               4, 1,    Mys,
CredNet,                   8, 1,    Cur,
InfoNet,                   8, 1,    Tra,
SecureNet,                 8, 1,    CoL,
Psi Shield,                8, 1,    Sth,
Storage Tank,              8, 4,    Bri,
Virtual Mall,             12, 1,    Ban,
MedNet,                   12, 1,    MT, 
EduNet,                   16, 1,    Uni,
Waste Cyclers,            16, 4,    Ref,
SportsNet,                10, 1,    Whe,
Auto Factory,             20, 2,    nil,
Psi Fabricator,           32, 1,    MP, 
Psingularity,             20, 1,    Env,
Reconstitutor,            20, 1,    Rec,
XXX,                      16, 4,    no, 
Wind Mill,                24, 4,    Ast,
Fusion Plant,             16, 2,    nil,
MarsNet,                  16, 1,    Cor,
Subsurface Housing,       12, 4,    San,
Hothouse,                  8, 4,    Rfg,
MagLev Transit,           20, 4,    RR, 
Psychotronic Lab,         16, 1,    Cmp,
XXX,                      10, 2,    no, 
XXX,                       8, 1,    no, 
Psychotron,               32, 1,    NP, 
XXX,                       6, 1,    no, 
XXX,                      16, 3,    no, 
Psiport,                  16, 1,    Rad,
Work Mechs,                6, 4,    Mag,
XXX,                       8, 3,    no, 
PS Structural,             8, 0,    AFl,
PS Component,             16, 0,    CA, 
PS Module,                32, 0,    Sup,
Consumer Goods,           60, 0,    Eco,
Geothermal Tap,           20, 0,    nil,
Blue HoloSphere,          20, 0,    nil,
Arean Monopoly,           20, 0,    nil,
XXX,                      20, 0,    no, 
InterNet Worm,            30, 0,    nil,
Red Martian Shrine,       30, 0,    nil,
Quarantine,               30, 0,    nil,
Ares Academy,             30, 0,    Gun,
Lost Martian Mine,        30, 0,    Che,
Geisha School,            20, 0,    The,
Transgenetics Ltd,        40, 0,    Nav,
Bradbury Institute,       30, 0,    Inv,
XXX,                      40, 0,    no, 
Eugenics Project,         30, 0,    Chi,
John Carter's Workshop,   40, 0,    Too,
Longevity Vaccine,        40, 0,    E1, 
Polyvac 3000,             40, 0,    Ato,
Cornucopia Device,        40, 0,    Ind,
Genesis Report,           40, 0,    Dem,
GodNet,                   40, 0,    Fun,
Martian Enigma,           30, 0,    Fli,
PsiNet,                   60, 0,    Pla,
Core Energy Tap,          60, 0,    NF, 
Vengeance Grid,           60, 0,    Roc,
Martian Assembly,         60, 0,    FP, 
PsiGene Program,          60, 0,    SFl,
Holographic OverMind,     60, 0,    Las,
Martian Museum,           60, 0,    Aut,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Met,        ; Geothermal Tap
Phi,        ; Blue HoloSphere
MT,         ; Arean Monopoly
no,         ; XXX
Mag,        ; InterNet Worm
Chi,        ; Red Martian Shrine
Phy,        ; Quarantine
Csc,        ; Ares Academy
Stl,        ; Lost Martian Mine
Eco,        ; Geisha School
RR,         ; Transgenetics Ltd
Cmb,        ; Bradbury Institute
no,         ; XXX
Dem,        ; Eugenics Project
MP,         ; John Carter's Workshop
Exp,        ; Longevity Vaccine
Aut,        ; Polyvac 3000
NP,         ; Cornucopia Device
nil,        ; Genesis Report
Rob,        ; GodNet
Rad,        ; Martian Enigma
nil,        ; PsiNet
nil,        ; Core Energy Tap
nil,        ; Vengeance Grid
nil,        ; Martian Assembly
nil,        ; PsiGene Program
nil,        ; Holographic OverMind
nil,        ; Martian Museum


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Work Crawler, Exp, 0,  2.,0,  0a,6d,  3h,1f,  4,0,  5, nil, 000000000000000
Esper,        nil, 0,  3.,0,  0a,8d,  2h,2f,  8,0,  5, Exp, 100000000000011
Type 4 Mech,  nil, 0,  2.,0, 20a,20d, 3h,2f, 12,0,  1, Sth, 100001000000001
Type 3 Mech,  Sth, 0,  2.,0, 16a,16d, 3h,2f, 10,0,  1, Stl, 000001000000000
Type 1 Mech,  Met, 0,  2.,0, 12a,12d, 3h,2f,  8,0,  1, Whe, 000001000000000
Type 2 Mech,  Stl, 0,  2.,0, 12a,12d, 3h,2f,  9,0,  1, Met, 000001000000000
XXX,          no,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, no,  000010000000000
Trooper,      Gun, 0,  1.,0, 10a,8d,  2h,1f,  4,0,  1, nil, 000000000000000
Mind Police,  nil, 0,  1.,0, 10a,8d,  2h,1f,  4,0,  1, Fun, 000100000000000
Guerilla,     nil, 0,  1.,0, 12a,8d,  2h,1f,  5,0,  1, Gue, 000001000000010
Psi Trooper,  nil, 0,  1.,0, 12a,12d, 2h,1f,  7,0,  1, Esp, 100001000000001
Ares Trooper, Esp, 0,  1.,0, 10a,10d, 2h,1f,  5,0,  1, Gun, 000000000000000
APA Trooper,  CA,  0,  1.,0, 16a,10d, 3h,1f,  8,0,  0, Csc, 000001000000100
Ultra Trooper,nil, 0,  1.,0, 20a,12d, 3h,1f, 10,0,  0, CA,  100001100000101
XXX,          no,  0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Bandit,       nil, 0,  2.,0, 12a,8d,  2h,1f, 16,0,  0, U1,  000001000000010
Bandit,       nil, 0,  2.,0, 12a,10d, 2h,1f, 16,0,  0, U1,  000001000000010
Marstorm,     nil, 0,  1.,0, 16a,16d, 6h,1f, 16,0,  0, U1,  000001000000010
Bandit,       nil, 0,  2.,0, 14a,12d, 2h,1f, 16,0,  0, U1,  000001000000010
Bandit,       nil, 0,  2.,0, 12a,12d, 2h,1f, 16,0,  0, U1,  000001000000010
Recon Rover,  Ldr, 0,  3.,0, 10a,6d,  4h,1f,  6,0,  0, Hor, 000000000000000
Battle Rover, Tac, 0,  3.,0, 16a,10d, 4h,2f,  8,0,  0, Ldr, 000000000000000
Ares Tank,    Mob, 0,  3.,0, 20a,10d, 4h,3f, 10,0,  0, Tac, 000000000000000
Psi Tank,     nil, 0,  3.,0, 24a,16d, 4h,4f, 14,0,  0, Mob, 100000000000001
HEL Battery,  Gen, 0,  1.,0, 24a,4d,  3h,3f,  6,0,  0, Phy, 000000000000000
Fusion Battery,Las, 0,  1.,0, 28a,4d,  3h,3f,  8,0,  0, Gen, 000000000000000
Psi Battery,  nil, 0,  1.,0, 32a,8d,  3h,3f, 10,0,  0, Las, 100000000000001
Type 1 Thopter,RR,  1,  8.,1, 12a,6d,  2h,2f,  6,0,  3, ToG, 000000000010000
Type 2 Thopter,Cmb, 1,  6.,2, 24a,8d,  2h,2f, 12,0,  0, Fli, 000000000000000
Skimmer,      AFl, 1,  6.,0, 20a,8d,  3h,2f, 12,0,  0, SE,  000000000000000
Ares Fighter, Rad, 1, 10.,1, 16a,8d,  3h,2f,  8,0,  3, RR,  000000000010000
Ares Raider,  AFl, 1,  8.,4, 24a,8d,  3h,3f, 14,0,  0, Cmb, 000000000000000
Rogue Pod,    nil, 2,  3.,0, 18a,18d, 4h,1f, 16,2,  4, U1,  000000000100000
Rogue Pod,    nil, 2,  3.,0, 20a,20d, 4h,1f, 16,3,  4, U1,  000000000000000
Storm Pod,    Aut, 2,  4.,0, 20a,20d, 4h,1f,  8,4,  4, Ast, 000000000101000
Rogue Pod,    nil, 2,  4.,0, 22a,22d, 4h,1f, 16,4,  2, U1,  000000000000000
Psi Fighter,  nil, 1, 14.,1, 24a,12d, 3h,2f, 12,0,  3, Rad, 100000000010001
Psi Raider,   nil, 1, 10.,6, 30a,10d, 3h,4f, 16,0,  0, AFl, 100000000000001
Psi Pod,      nil, 2,  6.,0, 30a,30d, 4h,1f, 12,6,  4, Aut, 100000000001001
XXX,          no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
XXX,          no,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
XXX,          no,  2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
XXX,          no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
XXX,          no,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Kinetic Bomb, nil, 1, 12.,1, 30a,4d,  1h,5f,  6,0,  0, Roc, 101000000000001
XXX,          no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
XXX,          no,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Empath,       nil, 0,  3.,0,  0a,8d,  2h,2f,  6,0,  6, FP,  100000000001011
XXX,          no,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Cargo Crawler,nil, 0,  2.,0,  0a,6d,  3h,1f,  6,0,  7, Tra, 000000000000010
Secret Project,nil, 0,  0.,0,  0a,28d, 6h,1f, 16,0,  7, U1,  000000000001000
Id Monster,   nil, 0,  1.,0, 40a,32d, 8h,1f, 16,0,  0, U1,  000001000000010
Psi Bomb,     nil, 1, 16.,1, 99a,4d,  1h,1f, 16,0,  0, Rec, 101000100000001
XXX,          nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Cratered,   2,3,  1,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  Grs,   ; Drt
Volcanic Plain,1,2,  2,1,1,   yes, 1, 5, 1,   no,  0,15,  0,  Grs,   ; Pln
Terran,     1,2,  3,1,1,   yes, 3, 5, 1,   no,  0,10,  0,  Swa,   ; Grs
Canyon,     3,4,  1,2,1,   no,  0, 5, 5,   yes, 2, 5,  1,  Grs,   ; For
Dark Dust,  1,2,  1,1,1,   yes, 1,10, 1,   no,  3,10,  1,  Grs,   ; Hil
Volcanic,   3,6,  1,1,1,   no,  1,10, 0,   yes, 1,10,  1,  Grs,   ; Mou
Rain Forest,3,4,  2,2,2,   no,  1,10, 1,   no,  0, 0,  0,  Grs,   ; Tun
Ice Cap,    2,2,  1,1,1,   yes, 1,15, 1,   no,  1,15,  3,  Grs,   ; Gla
Permafrost, 1,2,  1,1,1,   yes, 1,10, 1,   no,  0,15,  0,  Grs,   ; Swa
Dry Riverbed,1,2,  2,1,1,   yes, 2, 5, 1,   no,  0,15,  0,  Grs,   ; Jun
Storm Basin,1,2,  1,1,1,   no,  0, 0, 0,   no,  0, 0,  0,  Grs,   ; Oce
Mists,      2,3,  2,1,2,
Cornucopium,1,2,  2,2,2,
Grassland,  1,2,  2,1,0,
Mists,      3,4,  2,2,2,
Cornucopium,1,2,  1,2,2,
Cornucopium,3,6,  1,3,4,
Ares Fruit, 3,4,  3,2,3,
Frost,      2,2,  2,1,3,
Cornucopium,1,2,  1,2,3,
Cornucopium,1,2,  2,2,3,
Cornucopium,1,2,  1,2,4,
Cornucopium,2,3,  1,3,2,
Frost,      1,2,  3,1,1,
Grassland,  1,2,  2,1,0,
Cornucopium,3,4,  1,3,2,
Mists,      1,2,  2,1,3,
Cornucopium,3,6,  1,3,4,
Cornucopium,3,4,  2,3,3,
Cornucopium,2,2,  1,3,2,
Frost,      1,2,  2,1,2,
Frost,      1,2,  4,1,1,
Cornucopium,1,2,  1,2,4,




@GOVERNMENTS
Anarchy,        Citizen,     Citizen
Frontier,       Boss,        Boss
Hierarchic,     Master,      Master
Military,       General,     General
Collective,     Director,    Director
Technocratic,   Admin,       Admin
Cybercratic,    Citizen,     Citizen

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 2, Germans,     German,     -1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Americans,   American,   -1,  1, -1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 2, Russians,    Russian,    -1,  0,  1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 2, English,     English,    -1,  0, -1,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,   -1, -1,  1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 2, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,      -1, -1, -1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
OxSuits,
Hydrogen,
Chips,
Lasers,
Vids,
Plasceram,
FuseCells,
VendOx,
Holos,
HydroFood,
Water,
Duraplas,
Drugs,
Data,
Mindjacks,
Psi Drugs,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Follower
Colonist
Worker
Leader
Visionary
Messiah

@ATTITUDES
Friendly
Warm
Cooperative
Receptive
Unpredictable
Suspicious
Uncooperative
Cold
Hostile














